CS3 Learning Interactions

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Modifying Drag and Drop Learning Interaction (as2)

my folly was to use a very old cs3 "drag and drop" learning interaction in an as2 project because i wanted to speed up the process of building it. but then... i had to fix some odd features of it. for example it allows you to drag multiple objects into the same dropzone. preposterous!

i woke up late and realised i had half an hour to sort this problem out. the simpliest hack to it? if it walks like a duck and quacks like a duck, it must be a duck. i noticed that if you trace the object below it, it will always return if it is a target, or a drag object. They were all named Target1, Target2, etc, and Drag1, Drag2... so if i could take that first alphabet of the name of the object below and check it then i could make such that you could only drop on the dropzone when the object below was a T (target). if there was another drag object below it would be D and thus we would prevent you from dropping it then.

as meerkat would say: "SIMPLES!"

the only place you have to edit is this onDDinit function:

function onDDinit(){

	var router = _parent.SessionArray[_parent.session];
	var len = router.drag_objects.length;

	for (var i=0; i < len; i++){

		_parent[router.drag_objects[i]].onPress = function() {

			if(router.scoreFlag != true){
				router.setComponentState(router.Assets.ResetButton,true);

				if(!_parent.topDepth) _parent.topDepth = 100;

				if (!this.dragStart){

					this.startDepth = this.getDepth();
					this.startX = this._x;
					this.startY = this._y;
					this.dragStart = true;
				}

				if (this.finished != true){

					this.swapDepths(_parent.topDepth);
					_parent.topDepth++;
					this.startDrag();
				}
			}
		}

		_parent[router.drag_objects[i]].onRelease = function() {

			if(router.scoreFlag != true){

				this.stopDrag();
				var len = router.target_objects.length;
				var target = eval(this._droptarget)._name;

				if( target != undefined ){

					for(var i=0; i < len; i++){

						if (target == router.target_objects[i]){
							this.dropValue = router.target_object_key[i];
							this.dropZone = true;
							break;
						}
						
						if (_parent[target] == _parent[router.drag_objects[i]]){
							if(_parent[target].dropValue != undefined){
								this.dropValue = _parent[target].dropValue;
								this.dropZone = true;
								break;
							}
						}
					}
				}
//my addition
				var temp_str = [target];
				temp_var = String(temp_str);
				temp_letter = temp_var.slice(0,1);
				trace("temp_letter = "+temp_letter);
				
				if (this.dropZone == true && temp_letter == "T") {
						router.setComponentState(router.Assets.ControlButton, true);
						router.setFeedback(1);
						this._x = _parent[target]._x;
						this._y = _parent[target]._y;
						this.finished = true;
				}
				else{

					if(router.snapToStart == true){
						this._x = this.startX;
						this._y = this.startY;
					}
				}
			}
		}
	}
}